Developer Forum [Archived]
Recently active
We tried to test the Rift S application directly through the UE, created "test users", It says "Test Users" cannot test the Rift S app - "the app from unknown sources".We allow to run apps that not been reviewed by Oculus Team. LogOnlineIdentity: Error: Oculus: Failed the entitlement check: App running from non-trusted source (1971005) It looks like it doesn't identify the user as a developer.
Hi all, Calling ovr_Room_GetInvitableUsers2 which sends a message ovrMessage_Room_GetInvitableUsers2 seems to be returning an empty user array on PCVR (Rift) but works fine on Quest? It used to work fine on PC too but I've been away on vacation for a week and can no longer work on my games online code as a result. I noticed that there is a new Platform SDK and have upgraded to it, but I'm still seeing the same problem. Has anyone else noticed this, and is there a fix / workaround? Thanks
Hello. I'm new to VR development.I want to do something simple : display two colors in the headset at the same time, one color to the right eye and another color to the left eye. Do you know a tutorial to help me?Thanks 🙂 PS : Sorry for my english.
Hi! hope you're all well.When exporting my Unity URP project to the Quest and running it on the headset, the gamma is fucked up. Everything looks darker and saturated, while the Windows build and the previz through Link render as expected.The thing is, when I started this project, the early builds would sometimes display the correct gamma (sometimes it would take a few app restarts), while now it's always stuck with the wrong one.Has this happened to you? I found some old posts about a similar issue with Unity + GearVR and it seemed to be an Android thing, but the official Oculus recommendations say explicitly to use Linear Color, and so does every 'setup' tutorial video I've found.I'd appreciate any input, I've already asked Reddit without success.
Hi Everyone! I use Figma for creating our submission assets and I have taken the time to lay out the assets required in a figma community file. Hopefully this helps a fellow figma user! https://www.figma.com/community/file/1009572102642443544/Oculus-Developer-Assets
I recently discovered, by using the new Input System, that the device reports high frequency data (got around 150 Hz in editor).This data includes deviceposition & devicerotation, but also devicevelocity, deviceangularvelocity, deviceacceleration, deviceangularacceleration. Are the velocity and acceleration derived from position and rotation? Is it the raw data from the IMU?As a follow-up, if I integrate the acceleration twice - would I get the position? Or is there any discrepancy?
Hello everyone, I'm new to Unity, VR and 3D development.Using the command adb shell setprop debug.layout true (Show layout bounds) I noticed that standard android applications are built into the Unity 3D environment.Are there any examples or tutorials of how to do the same?I managed to get Surface from Unity and output video there using exoPlayer, but how to display my native android 2D application, how to render layouts or open completely side applications in my Unity scene and pass events of clicks? thank you in advance for your help
In the file ONSPPropagationGeometry the ReadFile method tries to read directly from Stream Assets, but on Android this has to be done using a UnityWebRequest. The code below is a workaround that reads the file out of streaming assets and saves it to persistent data. I just tried this on Quest and it seems to work. Just need to replace these two methods:void CreatePropagationGeometry(){ // Create Geometry if (ONSPPropagation.Interface.CreateAudioGeometry(out geometryHandle) != OSPSuccess) { throw new Exception("Unable to create geometry handle"); } // Upload Mesh if (!string.IsNullOrEmpty(filePath) && fileEnabled && Application.isPlaying) { ReadFile(success => { if (!success) { Debug.LogError("Failed to read file, attempting to regenerate audio geometry"); // We should not try to upload data dynamically if data already exists UploadGeometry();
As stated above, My version of Unity (2020.3.16f1) is shutting down with no error messages or logs Within a minute of removing my HMD and it going into 'sleep'. I think I am just missing something in the settings because I have another project (with identical settings that I can see) that does not cause the same problem. Below are screencaps of the settings and packages I have installed. The base project is the URP template from the Unity Hub new project. Any other screenshots can be included on request.
Here are a couple of issues that have been floating around for a while. It would be great to not have to apply these patches every time I upgrade the Oculus Integration. It would also be great if there was a way to do pull requests on the integration, because there's more. When you're using hand tracking, the pointer pose objects are just anonymously named, but they're very important objects that should be named according to their purpose (also, there should be a public getter for HandType.Left/Right):diff --git a/VR/Scripts/Util/OVRHand.cs b/VR/Scripts/Util/OVRHand.cs index 901fc68984c9b9b986c87b10e7aee5c770daeb61..43fa39aa568db16b72ea690c9809170b54720c51 100644 --- a/VR/Scripts/Util/OVRHand.cs +++ b/VR/Scripts/Util/OVRHand.cs @@ -63,7 +63,7 @@ public class OVRHand : MonoBehaviour, private void Awake() { + // so we don't have two anonymous "GameObject"s when using hands. - _pointerPoseGO = new GameObject(); + _pointerPoseGO = new GameObject($"{nameof(P
I have been developing a game in VR since 2019, I had originally been building it for steamVR, but just purchased the Oculus Quest 2 and am converting it to work with the Unity XR Interaction Toolkit.A fundamental feature of the game is it knowing your bounds/guardian.I am trying to use `InputDevice.TryGetBoundaryPoints()`, but have discovered that is always returning 0 points for the boundary. On investigation on the Unity bug forums, I saw this response to the bug. > Oculus Plugin currently does not support TryGetBoundaryPoints through Quest Link. We have forwarded the issue to Oculus. Is this going to be fixed? It pretty hard to debug my code on the quest without access to logs or debugging tools, assuming this returns points even when not run through QuestLink, as my code still doesn't work when installed as an APK, and I have no way of knowing if it is my code at fault, or the function.
I'm a bit new to programming with VR but I got head tracking and hand tracking setup, with that said the right eye seems to be creating an infinite amount of the objects in the scene and are moving in one direction as a blue blob.
Greetings, Does anyone know how to solve the warning of "Unable to start Oculus XR Plugin"? I just have an OVRCameraRig and a Directional light in the scene, but nothing showed up in the Quest (connected to the PC through Oculus link) and the scene got stuck. I know the Passthrough api is coming in V31, but I didn't enable the experimental mode and I'm on Quest not Quest 2. The warning also suggests installing or updating Oculus runtime, but from what I searched, it's merely for Oculus Rift (please correct me if I'm wrong) and I don't know how to do it for Quest. Here're what I've tried: 1. Tried on both Unity 2021.1.X and 2020.3.15;2. Updated the Oculus XR Plugin to 1.10.0;Any help or hint?
Hi folks,so I am working on an application for the Quest 2. We use the standard OVR prefabs as a base and have elaborated on their functionality. Until now everything is working fine but today I wanted to the functionality to move the user around by lerping the users position towards another object - basically making the user follow the object. Here the issue arose - when I move the user around, the hands will not update their position anymore. I don't really understand why but I guess the OVRManager/CameraRig stopps updating the hand positions as soon as the user moves around. So is there a way to fix this issue or can someone tell me what is causing this so I can maybe come up with a solution or workaround?Help will be greatly appreciated 🙂
Any idea when I might be able to start building an app using Unity with the passthrough beta sdk? Edit: Nevermind I didn't read the post fullyThe Passthrough API Experimental will be available for Unity developers in our upcoming SDK release, with support for other development platforms coming in the future. This experimental API allows you to start building and testing Passthrough experiences on Quest 2 But can't figure out how to delete a post.
Hey, the new sample scenes with passthrough AR do not seem to work on my Quest 2. I've built them from a clean project on unity 2020.3.4f1 but I just can't get the passthrough overlay/underlay on my build. Any help appreciated. Did yall manage to run this on yours Quest 2? There's not much info on the web rn on this topic, because the update with AR passthrough api came out two days ago and is available on Unity Asset store through Oculus integration pack
Please tell me how to get here
Do I submit arm7 or arm64 build to App Lab if I want my app to run on both Quest 1 and 2? I packaged both arm7 and arm64. I tried to install the arm64 on my quest 1 and after trying to launch it, I get the black screen and then back to Oculus menu. In other words, it doesn't work. Arm7 install works fine. I read that they only want 64 bit now, but if I submit only arm64, will it still work for Quest 1 users as well? If so, why doesn't my arm64 package work then?
I suddenly - in the past two months - after firmware update? cannot get a build to run on the Quest.I'm running Unity 2019.1.5f with Windows 10. There are five Depthkit captures in my scene, which built previously, without any issue. Now it won't launch at all. I immediately get a message in the Quest that says the app has stopped. When I click the option to open app again, it tells me the app keeps stopping. Unable to test.Can someone please help with this? I have read through all of these posts, tried updating adb drivers, turning developer mode on/off, etc. etc. and my Quest is essentially useless.The Quest shows as connected in the Unity build window. Shows in my devices as "quest" and when I start the build, changes to MTP...?? I've gone into device control and tried to update according to instructions posted by others on the forum, but without luck. I have lost so much time - not sure how to proceed with my VR project...
Have you noticed the performance drop within v31 SDK update? Just updated the Unity's version of Oculus Integration to v31 and got big issues - was solid framerate, now it drops by 8.
I recently purchased an oculus and have now seen a yellow spot on the screen. I was reading comments and it’s due to sun exposure, I would find the valid if I had taken it out of my apartment. I’ve only used it a handful of times and when not being used it it stored in a tv stand. This was a very expensive purchase for it to be having issues is there anyone who can help me
Are there any plans on letting Devs access the Quest's Video-Passthrough capabilities via SDK? I'd love to mess around with AR / MR Applications. I know that this is possible on the Vive Pro utilizing the SRWorks SDK but that requires to be wired. Having the same functionality but wireless would be a huge gamechanger for me.
In the following news release (https://developer.oculus.com/blog/mixed-reality-with-passthrough/) the article states "Today we’re excited to introduce Passthrough API Experimental—a way to build and test apps that seamlessly blend the real and virtual worlds and open up new possibilities for mixed reality experiences. Available in our upcoming v31 SDK release" ... "We’re excited to see all the mixed reality experiences you build with Passthrough! Additional details, sample code, and documentation will be available to developers with our upcoming SDK release." -- for more info it points to these forums... but not finding anything here... So -- does anyone here know where to get started? Is this SDK released to developers yet or not?
I am developing Rich Presence for the first time and could use some help! I've defined some Destinations for my game, such as the Main Menu and various Practice Modes. These destinations have been approved by Oculus. I have added a RichPresenceOptions struct in code and on Start(), call a function to update the local instance of that struct with details on the Main Menu destination. I then made a build to test, and am a bit confused... Where do you see your own Rich Presence status? For example, the documentation shows a few images including the above. But when I launch my app on the headset (installed via SideQuest), I have no idea where I can find this status for myself? And separately, if anyone has a link to useful example code for Rich Presence or Deep Linking, I would appreciate them! All I am able to find is examples on implementing Discord Rich Presence, which is NOT what I am looking for. Thanks for the help!
I am developing Rich Presence for the first time and could use some help! I've defined some Destinations for my game, such as the Main Menu and various Practice Modes. These destinations have been approved by Oculus. I have added a RichPresenceOptions struct in code and on Start(), call a function to update the local instance of that struct with details on the Main Menu destination. I then made a build to test, and am a bit confused... NOTE: Developing in Unity Where do you see your own Rich Presence status? For example, the documentation shows a few images including the above. But when I launch my app on the headset (installed via SideQuest), I have no idea where I can find this status for myself? And separately, if anyone has a link to useful example code for Rich Presence or Deep Linking, I would appreciate them! All I am able to find is examples on implementing Discord Rich Presence, which is NOT what I am looking for.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.